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fix: define for mirror
Signed-off-by: dragonslaya <dragonslaya.ss@gmail.com>
1 parent b79d12c commit 08cb0da

2 files changed

Lines changed: 14 additions & 14 deletions

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Assets/Object Pooler/Runtime/ObjectPooling.cs

Lines changed: 1 addition & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -1,6 +1,6 @@
11
#region Statements
22

3-
#if MIRAGE
3+
#if !MIRROR
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using Mirage;
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#else
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using Mirror;

Assets/Object Pooler/Runtime/ObjectPoolingManager.cs

Lines changed: 13 additions & 13 deletions
Original file line numberDiff line numberDiff line change
@@ -1,11 +1,11 @@
11
using System.Collections.Generic;
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using UnityEngine;
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using Object = UnityEngine.Object;
4-
#if MIRAGE
4+
using System;
5+
#if !MIRROR
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using Mirage;
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#else
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using Mirror;
8-
using System;
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#endif
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namespace Object_Pooler
@@ -14,7 +14,7 @@ public class ObjectPoolingManager : MonoBehaviour
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{
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#region Fields
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17-
#if MIRAGE
17+
#if !MIRROR
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private ServerObjectManager _serverObjectManager;
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private readonly Dictionary<int?, NetworkIdentity> _objectsAssetIds = new Dictionary<int?, NetworkIdentity>();
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#else
@@ -32,7 +32,7 @@ private void Start()
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{
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_parent = new GameObject { name = "Pooled Objects" };
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DontDestroyOnLoad(_parent);
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#if MIRAGE
35+
#if !MIRROR
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_serverObjectManager = FindObjectOfType<ServerObjectManager>();
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ClientObjectManager clientObject = FindObjectOfType<ClientObjectManager>();
@@ -59,7 +59,7 @@ private void Start()
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#region Custom Spawn Handlers
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62-
#if MIRAGE
62+
#if !MIRROR
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/// <summary>
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/// Spawn handler for all network spawning of things.
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/// </summary>
@@ -76,7 +76,7 @@ internal NetworkIdentity SpawnObject(SpawnMessage msg)
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internal GameObject SpawnObject(Vector3 position, Guid assetId)
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#endif
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{
79-
#if MIRAGE
79+
#if !MIRROR
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NetworkIdentity spawnedObject = NetworkSpawnPool(msg.position, Quaternion.identity, msg.prefabHash, 1);
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#else
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NetworkIdentity spawnedObject = NetworkSpawnPool(position, Quaternion.identity, assetId, 1);
@@ -86,7 +86,7 @@ internal GameObject SpawnObject(Vector3 position, Guid assetId)
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spawnedObject.gameObject.SetActive(true);
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// return the game object back to mirage to have it finish spawning.
89-
#if MIRAGE
89+
#if !MIRROR
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return spawnedObject;
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#else
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return spawnedObject.gameObject;
@@ -97,7 +97,7 @@ internal GameObject SpawnObject(Vector3 position, Guid assetId)
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/// Spawn handler for all network unspawning of things.
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/// </summary>
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/// <param name="spawned">What network identity we are going to unspawn and return back to network pool.</param>
100-
#if MIRAGE
100+
#if !MIRROR
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internal void UnSpawnObject(NetworkIdentity spawned)
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#else
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internal void UnSpawnObject(GameObject spawned)
@@ -113,7 +113,7 @@ internal void UnSpawnObject(GameObject spawned)
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break;
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}
116-
#if MIRAGE
116+
#if !MIRROR
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118118
p.Despawn(spawned);
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#else
@@ -141,9 +141,9 @@ private void UnSpawnObject<T>(T spawned) where T : Object
141141
p.Despawn(spawned);
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}
143143

144-
#endregion
144+
#endregion
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146-
#region Network Spawning
146+
#region Network Spawning
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148148
/// <summary>
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/// Spawn an object using our pooled objects for the specific object
@@ -154,7 +154,7 @@ private void UnSpawnObject<T>(T spawned) where T : Object
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/// <param name="AssetId">The asset id of the object from <see cref="NetworkIdentity" /> to use to spawn object of.</param>
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/// <param name="quantity">How many pooled objects we want to create of this object. If we don't have a pool started.</param>
156156
/// <returns></returns>
157-
#if MIRAGE
157+
#if !MIRROR
158158
public NetworkIdentity NetworkSpawnPool(Vector3 position, Quaternion rotation, int? AssetId, int quantity = 3)
159159
#else
160160
public NetworkIdentity NetworkSpawnPool(Vector3 position, Quaternion rotation, Guid AssetId, int quantity = 3)
@@ -186,7 +186,7 @@ public void NetworkUnSpawnObject(NetworkIdentity objectSpawned, bool isServer)
186186
{
187187
UnSpawnObject(objectSpawned);
188188

189-
#if MIRAGE
189+
#if !MIRROR
190190
// If this is network server then tell rest of clients to unspawn object.
191191
if (_serverObjectManager == null || !isServer) return;
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